Mercurial > nagslang
annotate nagslang/game_object.py @ 614:baff8131cd73
Heavier SokoBoxes are sturdier.
author | Jeremy Thurgood <firxen@gmail.com> |
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date | Sun, 08 Sep 2013 00:46:17 +0200 |
parents | d9e7009bec9f |
children | 59d375111cc5 |
rev | line source |
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Floor switch with horrible hackery.
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1 import pymunk |
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2 import pymunk.pygame_util |
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3 |
263 | 4 import math |
5 | |
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6 from nagslang import environment |
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7 from nagslang import puzzle |
207 | 8 from nagslang import render |
609 | 9 from nagslang.mutators import FLIP_H, ImageOverlay, rotator, scaler |
107 | 10 from nagslang.constants import ( |
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11 COLLISION_TYPE_DOOR, COLLISION_TYPE_FURNITURE, COLLISION_TYPE_PROJECTILE, |
444 | 12 COLLISION_TYPE_SWITCH, COLLISION_TYPE_SHEEP, COLLISION_TYPE_SHEEP_PEN, |
13 COLLISION_TYPE_WEREWOLF_ATTACK, SWITCH_PUSHERS, ZORDER_FLOOR, ZORDER_LOW, | |
14 ZORDER_HIGH) | |
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15 from nagslang.resources import resources |
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16 from nagslang.events import DoorEvent |
591 | 17 from nagslang.sound import sound |
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18 |
82 | 19 |
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20 class Result(object): |
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21 ''' |
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22 Return from an update() function, to add new objects to the world, and/or |
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23 remove old objects. |
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24 ''' |
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25 def __init__(self, add=(), remove=()): |
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26 self.add = add |
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27 self.remove = remove |
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28 |
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29 def merge(self, result): |
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30 if result is not None: |
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31 self.add += result.add |
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32 self.remove += result.remove |
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33 return self |
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34 |
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35 |
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36 def get_editable_game_objects(): |
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37 classes = [] |
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38 for cls_name, cls in globals().iteritems(): |
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39 if isinstance(cls, type) and hasattr(cls, 'requires'): |
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40 classes.append((cls_name, cls)) |
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41 return classes |
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42 |
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43 |
59 | 44 class Physicser(object): |
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45 def __init__(self, space): |
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46 self._space = space |
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47 |
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48 def get_space(self): |
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49 return self._space |
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50 |
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Move protagonist to the world
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51 def set_space(self, new_space): |
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52 self._space = new_space |
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53 |
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54 def set_game_object(self, game_object): |
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55 self.game_object = game_object |
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56 |
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57 def get_shape(self): |
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58 raise NotImplementedError() |
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59 |
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60 def add_to_space(self): |
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61 shape = self.get_shape() |
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62 self.get_space().add(shape) |
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63 if not shape.body.is_static: |
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64 self.get_space().add(shape.body) |
59 | 65 |
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66 def remove_from_space(self): |
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67 shape = self.get_shape() |
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68 self.get_space().remove(shape) |
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69 if not shape.body.is_static: |
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70 self.get_space().remove(shape.body) |
59 | 71 |
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72 def get_render_position(self, surface): |
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73 pos = self.get_shape().body.position |
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74 return pymunk.pygame_util.to_pygame(pos, surface) |
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75 |
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76 def get_angle(self): |
215
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77 return self.get_shape().body.angle |
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78 |
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79 def get_velocity(self): |
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80 return self.get_shape().body.velocity |
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81 |
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82 def _get_position(self): |
215
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83 return self.get_shape().body.position |
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84 |
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85 def _set_position(self, position): |
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86 self.get_shape().body.position = position |
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87 |
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88 position = property(_get_position, _set_position) |
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89 |
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90 def apply_impulse(self, j, r=(0, 0)): |
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91 return self.get_shape().body.apply_impulse(j, r) |
59 | 92 |
93 | |
94 class SingleShapePhysicser(Physicser): | |
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95 def __init__(self, space, shape): |
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96 super(SingleShapePhysicser, self).__init__(space) |
59 | 97 self._shape = shape |
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98 shape.physicser = self |
59 | 99 |
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100 def get_shape(self): |
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101 return self._shape |
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102 |
59 | 103 |
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104 class MultiShapePhysicser(Physicser): |
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105 def __init__(self, space, shape, *extra_shapes): |
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106 super(MultiShapePhysicser, self).__init__(space) |
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107 self._shape = shape |
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108 self._extra_shapes = extra_shapes |
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109 shape.physicser = self |
610 | 110 for es in extra_shapes: |
111 es.physicser = self | |
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112 |
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113 def get_shape(self): |
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114 return self._shape |
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115 |
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116 def add_to_space(self): |
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117 shape = self.get_shape() |
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118 self.get_space().add(shape) |
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119 if not shape.body.is_static: |
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120 self.get_space().add(shape.body) |
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121 for s in self._extra_shapes: |
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122 self.get_space().add(s) |
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123 |
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124 def remove_from_space(self): |
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125 shape = self.get_shape() |
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126 self.get_space().remove(shape) |
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127 if not shape.body.is_static: |
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128 self.get_space().remove(shape.body) |
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129 for s in self._extra_shapes: |
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130 self.get_space().remove(s) |
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131 |
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132 |
133 | 133 def damping_velocity_func(body, gravity, damping, dt): |
134 """Apply custom damping to this body's velocity. | |
135 """ | |
136 damping = getattr(body, 'damping', damping) | |
137 return pymunk.Body.update_velocity(body, gravity, damping, dt) | |
138 | |
139 | |
140 def make_body(mass, moment, position, damping=None): | |
141 body = pymunk.Body(mass, moment) | |
145
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142 body.position = tuple(position) |
133 | 143 if damping is not None: |
144 body.damping = damping | |
145 body.velocity_func = damping_velocity_func | |
146 return body | |
147 | |
148 | |
59 | 149 class GameObject(object): |
150 """A representation of a thing in the game world. | |
151 | |
152 This has a rendery thing, physicsy things and maybe some other things. | |
153 """ | |
154 | |
162
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155 zorder = ZORDER_LOW |
218
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156 is_moving = False # `True` if a movement animation should play. |
162
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157 |
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158 def __init__(self, physicser, renderer, puzzler=None, overlay=None, |
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159 interactible=None): |
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160 self.lifetime = 0 |
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161 self.physicser = physicser |
520 | 162 if physicser is not None: |
163 physicser.set_game_object(self) | |
164 self.physicser.add_to_space() | |
59 | 165 self.renderer = renderer |
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166 renderer.set_game_object(self) |
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167 self.puzzler = puzzler |
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168 if puzzler is not None: |
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169 puzzler.set_game_object(self) |
191 | 170 self.overlay = overlay |
171 if overlay is not None: | |
172 self.overlay.set_game_object(self) | |
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173 self.interactible = interactible |
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174 if interactible is not None: |
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175 self.interactible.set_game_object(self) |
371 | 176 self._timers = {} |
177 self._active_timers = {} | |
178 | |
179 def add_timer(self, name, secs): | |
180 self._timers[name] = secs | |
181 | |
182 def start_timer(self, name, secs=None): | |
183 if secs is None: | |
184 secs = self._timers[name] | |
185 self._active_timers[name] = secs | |
186 | |
187 def check_timer(self, name): | |
188 return name in self._active_timers | |
59 | 189 |
346
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190 def set_stored_state_dict(self, stored_state): |
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191 """Override this to set up whatever state storage you want. |
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192 |
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193 The `stored_state` dict passed in contains whatever saved state we |
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194 might have for this object. If the return value of this method |
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195 evaluates to `True`, the contents of the `stored_state` dict will be |
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196 saved, otherwise it will be discarded. |
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197 """ |
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198 pass |
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199 |
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200 def get_space(self): |
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201 return self.physicser.get_space() |
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202 |
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203 def get_shape(self): |
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204 return self.physicser.get_shape() |
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205 |
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206 def get_render_position(self, surface): |
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207 return self.physicser.get_render_position(surface) |
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208 |
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209 def get_render_angle(self): |
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210 return self.physicser.get_angle() |
59 | 211 |
229
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212 def get_facing_direction(self): |
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213 """Used by rendererd that care what direction an object is facing. |
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214 """ |
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215 return None |
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216 |
59 | 217 def render(self, surface): |
123
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218 return self.renderer.render(surface) |
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219 |
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220 def update(self, dt): |
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221 self.lifetime += dt |
371 | 222 for timer in self._active_timers.keys(): |
223 self._active_timers[timer] -= dt | |
224 if self._active_timers[timer] <= 0: | |
225 self._active_timers.pop(timer) | |
333
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226 self.renderer.update(dt) |
143
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227 |
302
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228 def hit(self, weapon): |
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229 '''Was hit with a weapon (such as a bullet)''' |
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230 pass |
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231 |
256
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232 def collide_with_protagonist(self, protagonist): |
186
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233 """Called as a `pre_solve` collision callback with the protagonist. |
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234 |
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235 You can return `False` to ignore the collision, anything else |
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236 (including `None`) to process the collision as normal. |
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237 """ |
192
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238 return True |
186
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239 |
319
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240 def collide_with_furniture(self, furniture): |
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241 return True |
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242 |
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243 def collide_with_claw_attack(self, claw_attack): |
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244 return True |
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245 |
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246 def environmental_movement(self, vec): |
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247 self.physicser.apply_impulse(vec) |
416 | 248 |
235
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249 @classmethod |
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250 def requires(cls): |
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251 """Hints for the level editor""" |
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252 return [("name", "string")] |
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253 |
477 | 254 @classmethod |
255 def movable(cls): | |
256 # Are we movable | |
257 hints = cls.requires() | |
258 for x in hints: | |
259 if 'position' in x: | |
260 return True | |
261 return False | |
262 | |
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263 |
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264 class FloorSwitch(GameObject): |
162
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265 zorder = ZORDER_FLOOR |
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266 |
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267 def __init__(self, space, position): |
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268 body = make_body(None, None, position) |
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269 self.shape = pymunk.Circle(body, 30) |
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270 self.shape.collision_type = COLLISION_TYPE_SWITCH |
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271 self.shape.sensor = True |
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272 super(FloorSwitch, self).__init__( |
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273 SingleShapePhysicser(space, self.shape), |
207 | 274 render.ImageStateRenderer({ |
162
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275 True: resources.get_image('objects', 'sensor_on.png'), |
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276 False: resources.get_image('objects', 'sensor_off.png'), |
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277 }), |
201
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278 puzzle.CollidePuzzler(*SWITCH_PUSHERS), |
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279 ) |
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280 |
235
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281 @classmethod |
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282 def requires(cls): |
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283 return [("name", "string"), ("position", "coordinates")] |
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284 |
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285 |
191 | 286 class Note(GameObject): |
287 zorder = ZORDER_FLOOR | |
288 | |
289 def __init__(self, space, position, message): | |
290 body = make_body(None, None, position) | |
291 self.shape = pymunk.Circle(body, 30) | |
292 self.shape.sensor = True | |
293 super(Note, self).__init__( | |
294 SingleShapePhysicser(space, self.shape), | |
207 | 295 render.ImageRenderer(resources.get_image('objects', 'note.png')), |
201
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296 puzzle.CollidePuzzler(), |
222
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297 render.TextOverlay(message), |
191 | 298 ) |
299 | |
235
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300 @classmethod |
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301 def requires(cls): |
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302 return [("name", "string"), ("position", "coordinates"), |
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303 ("message", "text")] |
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304 |
191 | 305 |
520 | 306 class EphemeralNote(GameObject): |
521
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307 def __init__(self, message, timeout, **kwargs): |
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308 kwargs.setdefault('bg_colour', (255, 180, 180, 192)) |
520 | 309 super(EphemeralNote, self).__init__( |
310 None, | |
311 render.NullRenderer(), | |
312 puzzle.YesPuzzler(), | |
521
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313 render.TextOverlay(message, **kwargs), |
520 | 314 ) |
315 self.add_timer('timeout', timeout) | |
316 self.start_timer('timeout') | |
317 | |
318 def update(self, dt): | |
319 super(EphemeralNote, self).update(dt) | |
320 if not self.check_timer('timeout'): | |
321 return Result(remove=[self]) | |
322 | |
323 | |
106
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324 class FloorLight(GameObject): |
162
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325 zorder = ZORDER_FLOOR |
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326 |
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327 def __init__(self, space, position, state_source): |
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328 body = make_body(None, None, position) |
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329 self.shape = pymunk.Circle(body, 10) |
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330 self.shape.collision_type = COLLISION_TYPE_SWITCH |
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331 self.shape.sensor = True |
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332 super(FloorLight, self).__init__( |
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333 SingleShapePhysicser(space, self.shape), |
207 | 334 render.ImageStateRenderer({ |
162
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335 True: resources.get_image('objects', 'light_on.png'), |
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336 False: resources.get_image('objects', 'light_off.png'), |
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337 }), |
201
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338 puzzle.StateProxyPuzzler(state_source), |
106
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339 ) |
133 | 340 |
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341 @classmethod |
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342 def requires(cls): |
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343 return [("name", "string"), ("position", "coordinates"), |
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344 ("state_source", "puzzler")] |
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345 |
133 | 346 |
347 class Box(GameObject): | |
348 def __init__(self, space, position): | |
349 body = make_body(10, 10000, position, damping=0.5) | |
350 self.shape = pymunk.Poly( | |
351 body, [(-20, -20), (20, -20), (20, 20), (-20, 20)]) | |
208
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352 self.shape.friction = 0.5 |
318
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353 self.shape.collision_type = COLLISION_TYPE_FURNITURE |
133 | 354 super(Box, self).__init__( |
355 SingleShapePhysicser(space, self.shape), | |
207 | 356 render.ImageRenderer(resources.get_image('objects', 'crate.png')), |
133 | 357 ) |
176 | 358 |
235
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359 @classmethod |
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360 def requires(cls): |
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361 return [("name", "string"), ("position", "coordinates"), |
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362 ("state_source", "puzzler")] |
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363 |
176 | 364 |
560 | 365 class SokoBox(GameObject): |
366 def __init__(self, space, position): | |
614
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367 body = make_body(5, pymunk.inf, position, 0.1) |
560 | 368 self.shape = pymunk.Poly( |
369 body, [(-40, -40), (40, -40), (40, 40), (-40, 40)]) | |
584
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370 self.shape.friction = 2.0 |
560 | 371 self.shape.collision_type = COLLISION_TYPE_FURNITURE |
563 | 372 super(SokoBox, self).__init__( |
560 | 373 SingleShapePhysicser(space, self.shape), |
374 render.ImageRenderer( | |
375 resources.get_image('objects', 'sokobox.png')), | |
376 ) | |
377 | |
378 @classmethod | |
379 def requires(cls): | |
380 return [("name", "string"), ("position", "coordinates"), | |
381 ("state_source", "puzzler")] | |
382 | |
383 | |
359
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384 class BaseDoor(GameObject): |
176 | 385 zorder = ZORDER_FLOOR |
359
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386 is_open = True |
176 | 387 |
263 | 388 def __init__(self, space, position, destination, dest_pos, angle, |
359
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389 renderer, condition): |
176 | 390 body = make_body(pymunk.inf, pymunk.inf, position, damping=0.5) |
281
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391 self.shape = pymunk.Circle(body, 30) |
176 | 392 self.shape.collision_type = COLLISION_TYPE_DOOR |
264 | 393 self.shape.body.angle = float(angle) / 180 * math.pi |
176 | 394 self.shape.sensor = True |
395 self.destination = destination | |
396 self.dest_pos = tuple(dest_pos) | |
359
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397 super(BaseDoor, self).__init__( |
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398 SingleShapePhysicser(space, self.shape), |
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399 renderer, |
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400 puzzle.ParentAttrPuzzler('is_open'), |
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401 interactible=environment.Interactible( |
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402 environment.Action(self._post_door_event, condition)), |
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403 ) |
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404 |
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405 def _post_door_event(self, protagonist): |
569
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406 self.door_opened() |
359
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407 DoorEvent.post(self.destination, self.dest_pos) |
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408 |
569
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409 def door_opened(self): |
591 | 410 sound.play_sound('robotstep2.ogg') |
569
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411 |
359
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412 |
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413 class Door(BaseDoor): |
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414 def __init__(self, space, position, destination, dest_pos, angle): |
176 | 415 super(Door, self).__init__( |
359
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416 space, position, destination, dest_pos, angle, |
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417 render.ImageRenderer(resources.get_image('objects', 'door.png')), |
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418 environment.YesCondition(), |
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419 ) |
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420 |
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421 @classmethod |
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422 def requires(cls): |
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423 return [("name", "string"), ("position", "coordinates"), |
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424 ("destination", "level name"), ("dest_pos", "coordinate"), |
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425 ("angle", "degrees")] |
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426 |
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427 |
437
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428 class RestartGameDoor(Door): |
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429 def _post_door_event(self, protagonist): |
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430 protagonist.world.reset() |
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431 super(RestartGameDoor, self)._post_door_event(protagonist) |
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432 |
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433 |
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434 class ContinueGameDoor(Door): |
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435 def _post_door_event(self, protagonist): |
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436 world = protagonist.world |
510
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437 if world.level[0]: |
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438 DoorEvent.post(world.level[0], world.level[1]) |
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439 else: |
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440 # New game? |
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441 super(ContinueGameDoor, self)._post_door_event(protagonist) |
437
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442 |
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443 |
519 | 444 def make_overlay_image(image_name, angle): |
445 transforms = () | |
446 if angle != 0: | |
447 transforms = (rotator(-angle),) | |
448 return resources.get_image('objects', image_name, transforms=transforms) | |
449 | |
450 | |
359
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451 class PuzzleDoor(BaseDoor): |
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452 def __init__(self, space, position, destination, dest_pos, angle, |
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453 key_state): |
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454 self._key_state = key_state |
519 | 455 overlay = ImageOverlay(make_overlay_image('lock.png', angle)) |
359
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456 super(PuzzleDoor, self).__init__( |
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457 space, position, destination, dest_pos, angle, |
346
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458 render.ImageStateRenderer({ |
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459 True: resources.get_image('objects', 'door.png'), |
390
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460 False: resources.get_image( |
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461 'objects', 'door.png', transforms=(overlay,)), |
346
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462 }), |
359
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463 environment.FunctionCondition(lambda p: self.is_open), |
176 | 464 ) |
465 | |
346
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466 @property |
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467 def is_open(self): |
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468 if self._stored_state['is_open']: |
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469 return True |
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470 return self.puzzler.glue.get_state_of(self._key_state) |
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471 |
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472 def door_opened(self): |
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473 self._stored_state['is_open'] = True |
591 | 474 super(PuzzleDoor, self).door_opened() |
346
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475 |
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476 def set_stored_state_dict(self, stored_state): |
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477 self._stored_state = stored_state |
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478 self._stored_state.setdefault('is_open', False) |
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479 return True |
346
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480 |
235
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481 @classmethod |
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482 def requires(cls): |
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483 return [("name", "string"), ("position", "coordinates"), |
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484 ("destination", "level name"), ("dest_pos", "coordinate"), |
263 | 485 ("angle", "degrees"), |
359
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486 ("key_state", "puzzler")] |
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487 |
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488 |
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489 class KeyedDoor(BaseDoor): |
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490 def __init__(self, space, position, destination, dest_pos, angle, |
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491 key_item=None): |
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492 self._key_item = key_item |
364 | 493 overlay = ImageOverlay( |
519 | 494 make_overlay_image('%s.png' % (key_item,), angle)) |
359
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495 super(KeyedDoor, self).__init__( |
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496 space, position, destination, dest_pos, angle, |
364 | 497 render.ImageRenderer(resources.get_image( |
498 'objects', 'door.png', transforms=(overlay,))), | |
359
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499 environment.ItemRequiredCondition(key_item), |
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500 ) |
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501 |
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502 @classmethod |
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503 def requires(cls): |
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504 return [("name", "string"), ("position", "coordinates"), |
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505 ("destination", "level name"), ("dest_pos", "coordinate"), |
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506 ("angle", "degrees"), ("key_item", "item name")] |
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507 |
224
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508 |
558
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509 class Hatch(GameObject): |
224
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510 zorder = ZORDER_FLOOR |
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511 |
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512 def __init__(self, space, end1, end2, key_state=None): |
609 | 513 a = pymunk.Vec2d(end1) |
514 b = pymunk.Vec2d(end2) | |
515 offset = b - a | |
516 offset.length /= 2 | |
517 mid = (a + offset).int_tuple | |
518 body = make_body(None, None, mid) | |
519 self.shape = pymunk.Segment( | |
520 body, body.world_to_local(tuple(end1)), | |
521 body.world_to_local(tuple(end2)), 7) | |
224
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522 self.shape.collision_type = COLLISION_TYPE_DOOR |
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523 if key_state is None: |
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524 puzzler = puzzle.YesPuzzler() |
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525 else: |
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526 puzzler = puzzle.StateProxyPuzzler(key_state) |
558
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527 super(Hatch, self).__init__( |
224
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528 SingleShapePhysicser(space, self.shape), |
558
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529 render.HatchRenderer(), |
224
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530 puzzler, |
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531 ) |
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532 |
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533 def collide_with_protagonist(self, protagonist): |
224
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534 if self.puzzler.get_state(): |
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535 # Reject the collision, we can walk through. |
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536 return False |
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537 return True |
235
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538 |
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539 collide_with_furniture = collide_with_protagonist |
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540 |
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541 @classmethod |
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542 def requires(cls): |
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543 return [("name", "string"), ("end1", "coordinates"), |
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544 ("end2", "coordinates"), ("key_state", "puzzler")] |
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545 |
609 | 546 # The level knows that hatches are magical |
547 @classmethod | |
548 def movable(cls): | |
549 return True | |
550 | |
551 | |
552 class KeyedHatch(GameObject): | |
553 zorder = ZORDER_FLOOR | |
554 | |
555 def __init__(self, space, end1, end2, key_item): | |
556 a = pymunk.Vec2d(end1) | |
557 b = pymunk.Vec2d(end2) | |
558 offset = b - a | |
559 offset.length /= 2 | |
560 mid = (a + offset).int_tuple | |
561 body = make_body(None, None, mid) | |
562 self.shape = pymunk.Segment( | |
563 body, body.world_to_local(tuple(end1)), | |
564 body.world_to_local(tuple(end2)), 7) | |
565 self.shape.collision_type = COLLISION_TYPE_DOOR | |
610 | 566 other_shape = pymunk.Circle(body, 30) |
567 other_shape.collision_type = COLLISION_TYPE_DOOR | |
568 other_shape.sensor = True | |
609 | 569 self._key_item = key_item |
570 super(KeyedHatch, self).__init__( | |
610 | 571 MultiShapePhysicser(space, self.shape, other_shape), |
609 | 572 render.KeyedHatchRenderer( |
573 resources.get_image( | |
574 'objects', '%s.png' % (key_item,), | |
575 transforms=(scaler((32, 32)),))), | |
576 puzzle.ParentAttrPuzzler('is_open'), | |
577 ) | |
578 self.add_timer('door_open', 0.1) | |
579 | |
580 @property | |
581 def is_open(self): | |
582 return self.check_timer('door_open') | |
583 | |
584 def collide_with_protagonist(self, protagonist): | |
585 if protagonist.has_item(self._key_item): | |
586 self.start_timer('door_open') | |
587 return False | |
588 return True | |
589 | |
590 @classmethod | |
591 def requires(cls): | |
592 return [("name", "string"), ("end1", "coordinates"), | |
593 ("end2", "coordinates"), ("key_item", "item name")] | |
594 | |
595 # The level knows that hatches are magical | |
570 | 596 @classmethod |
597 def movable(cls): | |
598 return True | |
599 | |
261
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600 |
282
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601 class ToggleSwitch(GameObject): |
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602 zorder = ZORDER_LOW |
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603 |
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604 def __init__(self, space, position): |
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605 body = make_body(None, None, position) |
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606 self.shape = pymunk.Circle(body, 20) |
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607 self.shape.sensor = True |
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608 super(ToggleSwitch, self).__init__( |
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609 SingleShapePhysicser(space, self.shape), |
296
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610 render.ImageStateRenderer({ |
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611 True: resources.get_image('objects', 'lever.png'), |
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612 False: resources.get_image( |
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613 'objects', 'lever.png', transforms=(FLIP_H,)), |
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614 }), |
282
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615 puzzle.ParentAttrPuzzler('toggle_on'), |
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616 interactible=environment.Interactible( |
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617 environment.Action(self._toggle)), |
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618 ) |
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619 |
346
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620 @property |
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621 def toggle_on(self): |
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622 return self._stored_state['toggle_on'] |
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623 |
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624 def _toggle(self, protagonist): |
346
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625 self._stored_state['toggle_on'] = not self.toggle_on |
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626 |
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627 def set_stored_state_dict(self, stored_state): |
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628 self._stored_state = stored_state |
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629 # We start in the "off" position. |
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630 self._stored_state.setdefault('toggle_on', False) |
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631 return True |
282
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632 |
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633 @classmethod |
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634 def requires(cls): |
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635 return [("name", "string"), ("position", "coordinates")] |
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636 |
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637 |
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638 class Bullet(GameObject): |
363
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639 def __init__(self, space, position, impulse, damage, bullet_type, |
612 | 640 source_collision_type, bullet_sound=None): |
261
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641 body = make_body(1, pymunk.inf, position) |
363
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642 body.angle = impulse.angle |
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643 self.last_position = position |
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644 self.shape = pymunk.Circle(body, 2) |
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645 self.shape.sensor = True |
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646 self.shape.collision_type = COLLISION_TYPE_PROJECTILE |
305 | 647 self.damage = damage |
363
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648 self.type = bullet_type |
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649 self.source_collision_type = source_collision_type |
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650 super(Bullet, self).__init__( |
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651 SingleShapePhysicser(space, self.shape), |
363
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652 render.ImageRenderer(resources.get_image( |
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653 'objects', '%s.png' % self.type)), |
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654 ) |
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655 self.physicser.apply_impulse(impulse) |
612 | 656 if bullet_sound is not None: |
657 sound.play_sound(bullet_sound, 0.3) | |
286
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658 |
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659 def update(self, dt): |
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660 super(Bullet, self).update(dt) |
297
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661 position = (self.physicser.position.x, self.physicser.position.y) |
293
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662 r = self.get_space().segment_query(self.last_position, position) |
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663 self.last_position = position |
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664 for collision in r: |
302
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665 shape = collision.shape |
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666 if (shape.collision_type == self.source_collision_type |
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667 or shape == self.physicser.get_shape() |
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668 or shape.sensor): |
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669 continue |
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670 if hasattr(shape, 'physicser'): |
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671 shape.physicser.game_object.hit(self) |
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672 self.physicser.remove_from_space() |
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673 return Result(remove=[self]) |
293
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674 |
286
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675 |
312
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676 class ClawAttack(GameObject): |
356 | 677 def __init__(self, space, pos, vector, damage): |
678 body = make_body(1, pymunk.inf, | |
679 (pos[0] + (vector.length * math.cos(vector.angle)), | |
362 | 680 pos[1] + (vector.length * math.sin(vector.angle)))) |
333
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681 body.angle = vector.angle |
312
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682 self.shape = pymunk.Circle(body, 30) |
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683 self.shape.sensor = True |
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684 self.shape.collision_type = COLLISION_TYPE_WEREWOLF_ATTACK |
333
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685 self.damage = damage |
312
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686 super(ClawAttack, self).__init__( |
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687 SingleShapePhysicser(space, self.shape), |
333
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688 render.ImageRenderer(resources.get_image( |
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689 'objects', 'werewolf_SW_claw_attack.png', |
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690 transforms=(FLIP_H,))), |
312
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691 ) |
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692 |
333
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693 def update(self, dt): |
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694 super(ClawAttack, self).update(dt) |
335
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695 if self.lifetime > 0.1: |
312
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696 self.physicser.remove_from_space() |
385
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697 return Result(remove=[self]) |
351 | 698 |
699 | |
700 class HostileTerrain(GameObject): | |
701 zorder = ZORDER_FLOOR | |
702 damage = None | |
401 | 703 tiles = [] |
362 | 704 tile_alpha = 255 |
401 | 705 tile_frame_ticks = 3 |
351 | 706 # How often to hit the player |
707 rate = 5 | |
708 | |
709 def __init__(self, space, position, outline): | |
710 body = make_body(10, pymunk.inf, position) | |
711 # Adjust shape relative to position | |
712 shape_outline = [(p[0] - position[0], p[1] - position[1]) for | |
713 p in outline] | |
714 self.shape = pymunk.Poly(body, shape_outline) | |
715 self._ticks = 0 | |
716 self.shape.collision_type = COLLISION_TYPE_SWITCH | |
717 self.shape.sensor = True | |
548
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718 renderer = self._fix_image(outline) |
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719 super(HostileTerrain, self).__init__( |
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720 SingleShapePhysicser(space, self.shape), |
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721 renderer) |
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722 |
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723 def _fix_image(self, outline): |
401 | 724 if len(self.tiles) > 1: |
725 tile_images = [resources.get_image('tiles', x) | |
726 for x in self.tiles] | |
727 renderer = render.TimedTiledRenderer(outline, tile_images, | |
728 self.tile_frame_ticks, | |
729 self.tile_alpha) | |
730 else: | |
731 tile_image = resources.get_image('tiles', self.tiles[0]) | |
732 renderer = render.TiledRenderer(outline, tile_image, | |
733 self.tile_alpha) | |
548
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734 return renderer |
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735 |
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736 def update_image(self, new_outline): |
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737 self.renderer = self._fix_image(new_outline) |
351 | 738 |
739 def collide_with_protagonist(self, protagonist): | |
740 # We're called every frame we're colliding, so | |
741 # There are timing issues with stepping on and | |
742 # off terrian, but as long as the rate is reasonably | |
743 # low, they shouldn't impact gameplay | |
744 if self._ticks == 0: | |
357
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745 self.apply_effect(protagonist) |
351 | 746 self._ticks += 1 |
747 if self._ticks > self.rate: | |
748 self._ticks = 0 | |
749 | |
357
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750 def apply_effect(self, protagonist): |
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751 protagonist.lose_health(self.damage) |
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752 |
351 | 753 @classmethod |
754 def requires(cls): | |
755 return [("name", "string"), ("position", "coordinates"), | |
354
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756 ("outline", "polygon (convex)")] |
351 | 757 |
758 | |
759 class AcidFloor(HostileTerrain): | |
760 damage = 1 | |
402
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diff
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761 tiles = ['acid.png', 'acid2.png', 'acid3.png'] |
377
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762 tile_alpha = 200 |
402
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763 tile_frame_ticks = 10 |
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764 |
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765 |
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766 class ForceWolfFloor(HostileTerrain): |
401 | 767 tiles = ['moonlight.png'] |
357
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768 rate = 0 |
362 | 769 tile_alpha = 150 |
770 zorder = ZORDER_HIGH | |
357
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771 |
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772 def apply_effect(self, protagonist): |
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773 protagonist.force_wolf_form() |
416 | 774 |
418 | 775 |
416 | 776 class GravityWell(GameObject): |
777 zorder = ZORDER_FLOOR | |
778 # How often to hit the player | |
779 rate = 5 | |
780 | |
427
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781 def __init__(self, space, position, radius, force): |
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782 body = make_body(None, None, position) |
416 | 783 # Adjust shape relative to position |
427
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784 self._radius = radius |
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785 self.shape = pymunk.Circle(body, radius) |
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786 self.centre = pymunk.Circle(body, 10) |
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787 self.centre.friction = pymunk.inf |
416 | 788 self._ticks = 0 |
789 self.force = force | |
790 self.shape.collision_type = COLLISION_TYPE_SWITCH | |
791 self.shape.sensor = True | |
792 super(GravityWell, self).__init__( | |
427
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793 MultiShapePhysicser(space, self.shape, self.centre), |
416 | 794 render.ImageRenderer(resources.get_image( |
795 'objects', 'gravity_well.png')), | |
796 ) | |
797 | |
798 def collide_with_protagonist(self, protagonist): | |
799 # We're called every frame we're colliding, so | |
800 # There are timing issues with stepping on and | |
801 # off terrian, but as long as the rate is reasonably | |
802 # low, they shouldn't impact gameplay | |
427
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803 self.apply_effect(protagonist) |
416 | 804 |
805 def collide_with_furniture(self, furniture): | |
806 # We're called every frame we're colliding, so | |
807 # There are timing issues with stepping on and | |
808 # off terrian, but as long as the rate is reasonably | |
809 # low, they shouldn't impact gameplay | |
427
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810 self.apply_effect(furniture) |
416 | 811 |
417 | 812 def apply_effect(self, object_to_move): |
427
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813 movement = self.physicser.position - object_to_move.physicser.position |
575 | 814 local_force = self.force * math.sqrt( |
815 object_to_move.get_shape().body.mass) | |
429
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816 movement.length = local_force |
575 | 817 object_to_move.environmental_movement(movement) |
416 | 818 |
819 @classmethod | |
820 def requires(cls): | |
821 return [("name", "string"), ("position", "coordinates"), | |
567
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822 ("radius", "int"), ("force", "int")] |
444 | 823 |
824 | |
825 class SheepPen(GameObject): | |
826 zorder = ZORDER_FLOOR | |
827 | |
828 def __init__(self, space, position, outline, sheep_count): | |
829 body = make_body(None, None, position) | |
830 # Adjust shape relative to position | |
831 shape_outline = [(p[0] - position[0], p[1] - position[1]) for | |
832 p in outline] | |
833 self.shape = pymunk.Poly(body, shape_outline) | |
834 self.shape.collision_type = COLLISION_TYPE_SHEEP_PEN | |
835 self.shape.sensor = True | |
836 super(SheepPen, self).__init__( | |
837 SingleShapePhysicser(space, self.shape), | |
838 render.Renderer(), | |
839 puzzle.MultiCollidePuzzler(sheep_count, COLLISION_TYPE_SHEEP), | |
840 ) | |
841 | |
842 @classmethod | |
843 def requires(cls): | |
844 return [("name", "string"), ("position", "coordinates"), | |
845 ("outline", "polygon (convex)"), ("sheep_count", "int")] |